beerman wrote:yeah in this the slugs are the mafia and then just the villagers. your number 1 is right, a couple games ago juice brought up the recruiting. Basically the slugs will have the option to not kill a person one (or maybe more depending on how many recruits allowed) and instead recruit them over to the slugs. It's a twist that really throws a wrench into the regular style of play/thinking.

Yeah the way I usually played those were separate roles that could be given to players either in the mafia or their own faction.

Gotta say I don't like knowing the ratio of slugs to villagers but hey will make the game easier.

Pavel Bure wrote:Gotta say I don't like knowing the ratio of slugs to villagers but hey will make the game easier.

I don't really think it makes that much of a difference.

Kill slugs 'til they're all dead. OR Kill villagers 'til they may as well be all dead.

Knowing about recruiting possibilities is more important, I think.

Not knowing a ratio can make games really hard especially if a small "mafia" is made on purpose. Ever try and play one of these games with 2 mafia members an independent faction and the town. Very good game.

beerman wrote:yeah in this the slugs are the mafia and then just the villagers. your number 1 is right, a couple games ago juice brought up the recruiting. Basically the slugs will have the option to not kill a person one (or maybe more depending on how many recruits allowed) and instead recruit them over to the slugs. It's a twist that really throws a wrench into the regular style of play/thinking.

Yeah the way I usually played those were separate roles that could be given to players either in the mafia or their own faction.

Gotta say I don't like knowing the ratio of slugs to villagers but hey will make the game easier.

Wow. wouldnt that be exciting. Never denote how many slugs there are. We just gotta assume that theres like 4 or 5 ... Maybe mod can throw a curveball at it. Sounded cool, even tho you already told us your ideal ratio. (not notify us when someone is recruited, etc.)

beerman wrote:yeah in this the slugs are the mafia and then just the villagers. your number 1 is right, a couple games ago juice brought up the recruiting. Basically the slugs will have the option to not kill a person one (or maybe more depending on how many recruits allowed) and instead recruit them over to the slugs. It's a twist that really throws a wrench into the regular style of play/thinking.

Yeah the way I usually played those were separate roles that could be given to players either in the mafia or their own faction.

Gotta say I don't like knowing the ratio of slugs to villagers but hey will make the game easier.

Wow. wouldnt that be exciting. Never denote how many slugs there are. We just gotta assume that theres like 4 or 5 ... Maybe mod can throw a curveball at it. Sounded cool, even tho you already told us your ideal ratio. (not notify us when someone is recruited, etc.)

Not only that but from what I remember from lurking you guys usually keep your games in one thread day after day. The best/most organized way to run these from the forum I used to play on was if the mods would cooperate have a separate sub-forum simply for "slug wars" and have each day be it's own thread. Could be added right below the NHR forum and just called something like "Slug Wars: LGP mafia game"

Example:

The sun rises on day one found on the floor covered in slug goo is Pavel Bure.

With *insert number of players* you need *whatever majority would be* to lynch

At the end of the day after votes have been counted, or if vote count needed has been reached

With *insert number of votes* you have thrown salt/lynched Senka(Town or slug *whichever their role was*)

Night phase has begun, night roles have *whatever increment of time (usually 24 hours)* to get "the mod" their actions

Day 2 would then be it's new thread with a new opening scene etc. These games can get pretty creative in that form. Especially when different forum members come up with their own games/roles etc.

Mainly, I just wanted to get people to go along, so I went with the familiar.

But, also, I felt the analogous RPs/references in the proposed Jellyfish Invasion were weak and I couldn't come up with anything better.

Finally, jaysmiter had mentioned starting a Jellyfish Invasion game. Although that didn't materialize, I didn't want to step on toes (or nasty, squishy, painful jellyfish tentacles). But if someone wants to starts a Jellyfish Invasion thread at the same time, go for it. I'll play.